Okay, so, fair warning in advance: I might or might not actually finish this. But, I've got a few cards sitting around that I've wanted to make a set out of, so, I'm going to try and run with that.

The overall mechanic of the set is going to be "lands in the graveyard matter". So, there's going to be effects that put lands into the graveyard, especially lands that sacrifice themselves. There will also be "Geo" spells, which can be in any color and serve to help the set avoid the problem of 'I need a mountain in my graveyard to cast this spell, but I don't want to sacrifice any of my mountains...'. Basically they're just tribal cards for lands (You don't want to know how the original version worked. Even though some of you probably do since I posted it back on the WoTC forums). I'm going for a full block here. Altana Dying is the first set (and a large set) followed by 'Through the Cracks' and 'Altana at War' (which will be small sets).

For this set, I want to have mechanics and factions set aside for each color pair. Here's what I have so far:

the factions

: Orderkeepers. Bane, punish land destruction, artifact creatures. Permanent-based control. They seek to stop the dangerous magics that are destroying the world.: Sorcerors. Retrace, Echo, Pact-esque effects. Instant/sorcery-based control. The sorcerors attempt to get around the dwindling mana by paying for their spells in other ways.: Goblins. Land sacrifice, land discard, effects that count lands in the graveyard. Very aggressive. The plot is all their fault, since they came up with a form of magic that permanently destroys a mana source for greater benefit and are slowly killing the land.: Elves. Search for land types in the graveyard, steal lands (temporarily), count lands on the battlefield?. Not sure how they'll play yet, since I haven't fully figured them out. They're just trying to survive in this new world, but aren't above stealing from others to make that happen. They respect the land far more than anyone else, after all, so of course it should belong to them, and they'll take it by force if anyone says otherwise.: Spirits. Inhabit, life-gain, enchantments. The natural spirits living in the world and seeking to protect their homes.: Sand. Tokens, creature sacrifice, creature counting. The sand creatures aren't really a faction so much as a phenomenon. The removal of natural mana for the world has allowed a new species to arise and flourish. They don't take kindly to trespassers in their deserts, but they aren't all that violent otherwise.: Aven (yes in ). Artifact-based ramp, fliers, big splashy inefficient stuff. Then aven haven't been effected as much, living up in the clouds away from the goblin stoneshapers. However, even they have been forced to rely more on mana drawn from the sky via lightning rods and other such machines as opposed to mana drawn from the land. They're mostly content to let the other races fight it out, while occasionally lighting a continent or two on fire if the inhabitants get too sassy.: Plants. Delve, Dredge, Inhabit. When asked to comment on their goals in the war, the plants replied that they were plants and could not talk.: Salamanders. Equipment, gem counters, land sacrifice. Aggressive to mid-game-ish, with a few higher drops. They're one of the few tribes that still have easy access to mana (story-wise), due to their passive ability to crystallize it into gemstones. As a result, they're forced to live a nomadic lifestyle to avoid being exploited.: Elementals. Geo creatures, ramp, evolve. The plane's attempt to stem the bleeding.

As to the story for the set, I have a few bits and pieces. I'm not sure how much I really need, but I might write more of it later as and when I feel like it:

Overheard outside a school in Rotal

Altana used to be such a peaceful land. Beautiful lush plants, bountiful harvests, a land of plenty. And then the goblins had to go and screw it up for everyone.

What? Yes it was their fault. I don't care what your mother told you. There aren't any 'magic green sky mutants'. your mother is wrong.

Now, where was I? It's all the goblins' fault. Right. They were messing around with forbidden magics.

No, they weren't using magic to cheat on their homework. They were-

No, it wasn't dance magic. It was, in fact-

What? No. No, they didn't steal it from the gods. Look, do you want me to tell this story or not?

Thank you.

The goblins devised a form of magic called "Stoneshaping". Normal magic works in harmony with the land; it draws only what mana the land freely gives, and shapes it to produce an effect. Stoneshaping, on the other hand, is a vile form of magic. It forcibly tears out the whole of the land's mana, leaving behind naught but a barren husk. And for what purpose? Pride, plain and simple. The goblins could not accept that their lowliness was from their own foolishness and unreliability, no. They thought that if they could take more mana, then they would rise among the ranks of the worthy. Hah. No goblin has ever been worthy, but now they have become a slow poison, killing our entire world piece by piece. That, my child, is why we fight them.

...-sigh- Yes, yes, I'm getting to it. 500 words at least on how Goblins caused The Crumbling. And do your own research, don't just repeat back what I said!

Kids these days.

First oath of the Stoneshapers

(Translated from Goblin)

As they did not show us mercy, so shall I never show them mercy.As they did not show us respect, so shall I never show them respect.As they treated us as lowly, so shall I prove I am greater.As they held us down, so shall I rise up.As they killed our brothers, mothers, fathers, daughters, sisters, sons... so too shall I see their blood spilled upon the earth.This pact I make not with any god, all of whom have forsaken us.This pact I make not with any mortal, none of whom I shall be beholden to.This pact I make with myself.By this pact, I declare myself a Stoneshaper. By it, may the stone know me, and know my rage.

Bane A X - Whenever this creature blocks, is blocked by, or fights a creature with A, that creature loses A until end of turn, and this creature gets +X/+X until end of turn.(, occasionally )

Inhabit - When this creature enters the battlefield, you may pair it with a land. When a land enters the battlefield under your control, if this creature is not paired, you may pair it with that land.()

Geo - This card is not a land. However, it may have a land type, and is considered to be a land for the purposes of effects that mention lands. If it would be put into play as a land, its controller may instead cast it. If they do not do so, they put it into their graveyard instead.(Any color)

Recent changes: Prepared mono-white cards are up. Not as many as there were red cards, since the two tribes that I have the most cards prepared for are Salamanders and Goblins. Also slightly changed Geo, since I had forgotten something.

Last edited by SimicMimic on Tue Oct 27, 2015 8:56 pm, edited 3 times in total.

Lightspear AcolyteW(Common)[Creature – Salamander Warrior]CrystallizeAs long as Lightspear Acolyte has a gem counter on it, it has +2/+1 and vigilance.It is said that Salamanders make the most stalwart of guards...0/1

Wandering Justiciar | [Creature – Human Knight]VigilanceWhenever a creature is dealt damage by Wandering Justiciar, that creature loses all abilities until end of turn.Humility is oft delivered at the end of a length of metal.1/2

uncommon (3)

Elite Gemhunter | [Creature – Salamander]Crystallize, CrystallizeWhen Elite Gemhunter leaves the battlefield, move all gem counters on it to any other salamander you control., discard a land: Put a gem counter on Elite Gemhunter. Draw a card at the beginning of your next upkeep.Salamanders who devote themselves to hunting gemstones are considered obsessed, but few complain when their wills are read.1/1

Seer of the Stones | [Creature – Salamander Shaman]Vigilance, Crystallize, Remove X gem counters from Seer of the Stones: Scry XThey cannot see the future, but they can see enough of the present to make a good guess.2/3

rare (0)

mythic (1)

Sword of the Chosen-by-Light | [Legendary Artifact – Equipment]Resonate 1At the beginning of each upkeep, if the equipped creature is not a Salamander, its controller must pay or tap it. If that creature is also not white, its controller must pay or tap it.Whenever equipped creature attacks or blocks, up to X creatures you control get +1/+1, where X is the number of gem counters on it.Remove a charge counter from this permanent: Equipped creature gains vigilance until end of turn or blocks target creature in addition to any other creatures it is blocking.Equip The blade of a commander, anointed by light

Last edited by SimicMimic on Tue Oct 27, 2015 11:09 pm, edited 3 times in total.

Wall of Rubble | [Creature – Wall]DefenderTectonic – Whenever Wall of Rubble blocks a creature it deals X damage to that creature, where X is the number of lands in your graveyard.Discard or sacrifice a mountain: ~ may block an additional creature this turn.He who climbs a wall of knives deserves his bloody palms. - Toklari Proverb0/1

Flamespear Acolyte | [Creature – Salamander Warrior]CrystallizeAs long as ~ has a gem counter on it, it has +2/+0 and first strike....and the fiercest berserkers.0/1

Apprentice Stoneshaper | [Creature – Goblin Stoneshaper]Discard or sacrifice a land: Apprentice Stoneshaper gets +2/+0 until end of turn.Tectonic – The first time a land enters your graveyard each turn, ~ Deals X damage to target creature, where X is the number of mountains in your graveyard.2/1

Gemarrow Marksman | [Creature – Salamander Archer]CrystallizeRemove a gem counter from Gemarrow Marksman: Gemarrow Marksman deals 1 damage to target creature.With arrows that resonate with the power in their veins, an archer of the Wandering Tribes will never miss their mark.2/1

Landslide Elemental | [Creature – Elemental]Trample, Hastediscard a land card: Put a +1/+1 counter on ~Tectonic – Landslide Elemental's power and toughness are each equal to the number of land cards in your graveyard.*/*

uncommons (2)

Toklari Harvester | [Creature – Elf Warrior]Whenever Toklari Harvester deals damage to an opponent, you may prevent that damage. If you do, gain control of target land that opponent controls until end of turn. Untap it.All the land is our bounty.2/2

Stoneshaper Adept | [Creature – Goblin Stoneshaper]When Stoneshaper Adept enters the battlefield, you may sacrifice a mountain.Tectonic – , exile a mountain from your graveyard: If there are no mountains in your graveyard, Stoneshaper Adept deals 1 damage to target creature. Return the exiled mountain to your graveyard at the end of the turn.2/1

rares (1)

Stoneshaper Ko | [Legendary Creature – Goblin Stoneshaper]As an additional cost to cast Stoneshaper Ko, sacrifice a mountain you control.Tectonic – At the beginning of your upkeep, Ko deals 1 damage to up to X target creatures, where X is the number of mountains in your graveyard., Discard a mountain: Target non-creature non-land permanent can be dealt damage as though it were a creature until end of turn. When it’s dealt damage greater than its CMC, its dies., Discard a mountain: Goblins you control have “When this creature attacks, it deals 1 damage to target creature” until end of turnMore fire! – Stoneshaper Ko2/2

mythics (1)

Sword of the Chosen-by-Flame | [Legendary Artifact – Equipment]Resonate 1At the beginning of each upkeep, if the equipped creature is not a Salamander, deal 1 damage to it. If that creature is also not red, deal 2 damage to it.Equipped creature gets +1/+0 for each gem counter on it.Whenever equipped creature deals combat damage, put a gem counter on it.Remove a charge counter from Sword of the Chosen-by-Flame: Equipped creature gains first strike or +1/+0 until end of turn.Equip The blade of a warrior, driven by flame

Last edited by SimicMimic on Tue Oct 27, 2015 11:13 pm, edited 7 times in total.

Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either monocellular or mutant aberrations.

Well, that's why I'm putting in Geo spells, search lands, and other things like that. I'm trying to explore the design space while taking some of the pressure off. Also, there will be more ramp in than usual (as well as artifacts), whereas will care more about protecting/utilizing lands than sacrificing them. I misspoke a bit with the initial description, land sac is really mostly red's thing, specifically and (to a lesser degree) . It drives the plot, and the set centers around lands, but not every deck will use land sac.

I realize that it's a somewhat sketchy mechanic to handle, but I'm working to get around that, since the actual inhabitants of the plane have been working on getting around all that for a while.

EDIT: Looking back, I'm going to alter some of the Salamanders from sacrifice to discard and draw (with an additional cost) to take some of the stress off there. Might change Crystallize to triggering when you play or discard a land instead of when a land enters the graveyard, I'm not sure yet. The goblins don't so much need to sacrifice lands as much as they need to have lands in the bin, so they're probably fine.

You cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forumYou cannot post attachments in this forum